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{{trope}}
{{quote|''Exacerbating the situation, [[Super Mario Bros.|Mario]] said, is the seemingly arbitrary placement of the hazards. "I could see why, if you're in a [[Eternal Engine|factory]], you might find yourself jumping around on dangerous conveyor belts moving in different directions," he said. "But why would you have conveyor belts in a [[Big Fancy Castle|castle]]? Or in the middle of a [[The Lost Woods|forest]]?"''
|''[[The Onion]]'', [http://www.theonion.com/content/node/28338 "Video-Game Characters Denounce Randomly Placed Swinging Blades"]}}
{{quote|
In real life, conveyor belts, escalators, moving walkways and similar conveyances are part of certain specialized environments, and serve the function of moving things in a convenient direction. In video games conveyor belts can show up anywhere: in the middle of a forest, in underground catacombs, etc. These belts don't move in a logical direction. They dump pedestrians into bottomless pits. Multiple conveyor belts move in opposite directions to trap players.
In short, the conveyor belt in video games often serves the purpose of hindering instead of helping its user.
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In top-down games, a conveyor belt will often act as a [[Broken Bridge]], going too fast for you to be able to run against. It's a one-way trip unless you can find a way to shut it off or reverse it.
Occasionally overlaps with [[Conveyor Belt O' Doom]], which may get adapted into this trope in [[Licensed Game
{{examples}}
* ''[[Blue Dragon]]'' has conveyor belt puzzles, in which you will generally need to flip a switch to make them go the opposite direction, since it's not possible to actively move around on them, for [[Insurmountable Waist-Height Fence|some weird reason]].
* ''[[Mega Man (
** Those who have played ''[[
** And Flame Mammoth for those who played ''[[
** Those who have obsessively played the classic series will think of Knight Man's stage from ''6'' and Proto Man's castle from ''5'', examples of conveyor belts being located in ''castles''. Then again, not much beyond [[Hand Wave|hand waves]] have ever been given to justify stage layouts in the series.
** In ''[[Rock Man 4 Minus Infinity]]'', there are two sections are dedicated to these in Dust Man's level. The first one had debris falling onto it. The second had holes in them; luckily, Eddie points them out to you.
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* [[Batman]] has dealt with them numerous video games, including both NES Sunsoft games.
* Even the Active Enterprises game ''Cheetahmen'' on ''[[Action 52]]'' managed to contain them. Due to ''Action 52'' being a [[Game Breaking Bug|bug breeding ground]], results were [[Wrap Around|messy]].
* ''[[Code Name: Viper
* In ''[[Jackie
* In ''[[The Legend of Zelda:
* ''[[Super Mario Bros.]]'' series:
** The final stage of ''[[Super Mario Bros
** A couple fortresses in ''[[
** ''[[New Super Mario Bros
* Diagonal ones appear in ''[[Dynamite Headdy]]'', in the Terminate Her Too level, with switches to change their direction.
* ''[[Ratchet
* [[Sonic the Hedgehog]]:
** The ''[[
** ''[[Sonic the Hedgehog (2006
** From ''[[Sonic 3D:
** Scrap Brain Zone from the original ''[[Sonic the Hedgehog (
** ''[[Sonic 3 and Knuckles
** Eggmanland from [[
** Casino Paradise Zone from ''[[Sonic Advance]]'' also has these. It's a rather strange place for conveyor belts, isn't it?
** Casino Night Zone from ''[[
** Final Egg from ''[[
** One of the last two levels in the Game Gear spinoff game ''[[Tails Adventure]]'' had one or two of these at the start.
* ''[[Castlevania: Chronicles of Sorrow
* ''[[
* ''[[
* Bizarrely appears in several levels of the SNES version of ''[[Prince of Persia]]''.
* There were a few in old 8-bit computer games such as ''Infernal Runner'' and ''[[
* ''[[Double Dragon]]'' and it's sequel([[Canon
* ''[[
** ''[[
** As did ''[[
* This is one of the items placable in custom maps for ''[[Super Smash Bros
* ''[[
* ''The [[Flintstones]]: Rescue of Dino and Hoppy'' and ''Flintstones: Surprise at the Dinosaur Peak'' have them too.
* ''[[
* ''[[Soul Blazer]]''
** Half the time they're slowing you to a crawl and the other half they're making you overshoot your mark or run straight into bad guys.
** Heck, the very first true boss fight had three such belts. Though at least they were as helpful as you made them be there.
* ''[[Monster World IV]]'' had conveyor belts that were also small, moving, [[Floating Platforms]].
* In the second stage of ''[[Donkey Kong]]'' (omitted from many home versions due to its complex design), several floors were conveyor belts.
** "[[Exactly What It Says
* In ''[[Exile]] 3'', the golem factory was a maze of these. In the ''[[Avernum]] 3'' remake, this puzzle was replaced by one involving mirrors and laser beams.
* They're found in ''Super [[
* ''[[Jumper (
* ''[[
* Sometimes conveyor belts happen to be in a ''[[Kirby]]'' game, too.
* It is not explained why in walking sections in ''Ultimate Stuntman'', there are conveyor belts hanging mid-air and just being out of place.
* Mines in ''[[
* Non-game example: in the anime [[Animal Yokocho]], Mr. Yamanami fixes up Ami's room to be a jungle with a hot spring-sauna deep within. After Ami realizes that they've been walking an illogically long distance within her room, the camera zooms out to show that they'd been walking on a treadmill the whole time.
* Most conveyor belts in ''[[
* Most of the final stage of ''[[Journey to Silius]]'' consists of jumping between conveyors, with falling crates and autoscrolling to add to the misery.
* ''[[Persona 2]]'' has the Abandoned Factory which is full of random, still-operating conveyor belts. Some seem to be logically placed in loading areas for moving heavy items to and from storage, while others exist just to provide one-way paths blocking off sections of the factory, teasing you with their presence until you're high enough level to open the doors into those other sections.
* ''[[
* Featured in the ''Indiana Jones and the Temple of Doom'' game, as well as the ''Temple of Doom'' portion of ''[[Indiana Jones
* ''Keith Courage in Alpha Zones'' has conveyor belts all over the place in both parts of the last zone for no good reason.
* [[Down in
* Somewhat oddly implemented in ''[[City of Heroes]]/[[City of Villains]]'' -- certain of the warehouse maps have (unmoving) conveyor belts and tracks that simply emerge from holes in walls, curving into and through space you have to move or fight in, and then stop for no reason. Some large rooms have entire complexes of conveyor belt tracks that don't seem to have any logical purpose except to be obstacles.
{{reflist}}
[[Category:Video Game Difficulty Tropes]]
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